// Automatically generated from files in pathfinder/shaders/. Do not edit! #include #include using namespace metal; struct spvDescriptorSetBuffer0 { constant float4x4* uNewTransform [[id(0)]]; }; struct main0_out { float2 vTexCoord [[user(locn0)]]; float4 gl_Position [[position]]; }; struct main0_in { int2 aPosition [[attribute(0)]]; }; vertex main0_out main0(main0_in in [[stage_in]], constant spvDescriptorSetBuffer0& spvDescriptorSet0 [[buffer(0)]]) { main0_out out = {}; float2 position = float2(in.aPosition); out.vTexCoord = position; position.y = 1.0 - position.y; out.gl_Position = (*spvDescriptorSet0.uNewTransform) * float4(position, 0.0, 1.0); return out; }